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particle.h
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particle.h
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/*
* Copyright (C) 1999-2005 Terence M. Welsh
*
* This file is part of Skyrocket.
*
* Skyrocket is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation.
*
* Skyrocket is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef PARTICLE_H
#define PARTICLE_H
/*#include <rsMath/rsMath.h>
#include <Skyrocket/flare.h>
#include <Skyrocket/smoke.h>
//#include "rocket.h"
//#include "world.h"
#include <Skyrocket/shockwave.h>
#include <Skyrocket/SoundEngine.h>*/
#include "rsMath.h"
#include "flare.h"
#include "smoke.h"
#include "shockwave.h"
#include "SoundEngine.h"
struct SkyrocketSaverSettings;
#define PI 3.14159265359f
#define PIx2 6.28318530718f
#define D2R 0.0174532925f
#define R2D 57.2957795131f
// types of particles
#define ROCKET 0
#define FOUNTAIN 1
#define SPINNER 2
#define SMOKE 3
#define EXPLOSION 4
#define STAR 5
#define STREAMER 6
#define METEOR 7
#define POPPER 8
#define BEE 9
#define SUCKER 10
#define SHOCKWAVE 11
#define STRETCHER 12
#define BIGMAMA 13
class particle;
extern particle* addParticle(SkyrocketSaverSettings *inSettings);
extern void illuminate(particle* ill, SkyrocketSaverSettings *inSettings);
extern void pulling(particle* suck, SkyrocketSaverSettings *inSettings);
extern void pushing(particle* shock, SkyrocketSaverSettings *inSettings);
extern void stretching(particle* stretch, SkyrocketSaverSettings *inSettings);
/*extern int dSmoke;
extern int dExplosionsmoke;
extern int dWind;
extern int dClouds;
extern int dIllumination;
extern int dSound;
extern float frameTime;
extern rsVec cameraPos; // used for positioning sounds
extern float billboardMat[16];*/
extern SoundEngine* soundengine;
class particle{
public:
unsigned int type; // choose type from #defines listed above
unsigned int displayList; // which object to draw (uses flare and rocket models)
rsVec xyz; // current position
rsVec lastxyz; // position from previous frame
rsVec vel; // velocity vector
rsVec rgb; // particle's color
float drag; // constant to represent air resistance
float t; // total time that particle lives
float tr; // time remaining
float bright; // intensity at which particle shines
float life; // life remaining (usually defined from 0.0 to 1.0)
float size; // scale factor by which to multiply the display list
// rocket variables
float thrust; // constant to represent power of rocket
float endthrust; // point in rockets life at which to stop thrusting
float spin, tilt; // radial and pitch velocities to make rockets wobble when they go up
rsVec tiltvec; // vector about which a rocket tilts
int makeSmoke; // whether or not this particle produces smoke
int smokeTimeIndex; // which smoke time to use
float smokeTrailLength; // length that smoke particles must cover from one frame to the next.
// smokeTrailLength is stored so that remaining length from previous frame can be covered
// and no gaps are left in the smoke trail
float sparkTrailLength; // same for sparks from streamers
int explosiontype; // Type of explosion that a rocket will become when life runs out
// sorting variable
float depth;
// Constructor initializes particles to be stars because that's what most of them are
particle(SkyrocketSaverSettings *inSettings);
~particle(){};
// A handy function for choosing an explosion's color
void randomColor(rsVec& color);
// Initialization functions for particle types other than stars
void initStar(SkyrocketSaverSettings *inSettings);
void initStreamer(SkyrocketSaverSettings *inSettings);
void initMeteor(SkyrocketSaverSettings *inSettings);
void initStarPopper(SkyrocketSaverSettings *inSettings);
void initStreamerPopper(SkyrocketSaverSettings *inSettings);
void initMeteorPopper(SkyrocketSaverSettings *inSettings);
void initLittlePopper(SkyrocketSaverSettings *inSettings);
void initBee(SkyrocketSaverSettings *inSettings);
void initRocket(SkyrocketSaverSettings *inSettings);
void initFountain(SkyrocketSaverSettings *inSettings);
void initSpinner(SkyrocketSaverSettings *inSettings);
void initSmoke(rsVec pos, rsVec speed, SkyrocketSaverSettings *inSettings);
void initSucker(SkyrocketSaverSettings *inSettings); // rare easter egg explosion which is immediately followed by...
void initShockwave(SkyrocketSaverSettings *inSettings); // a freakin' huge explosion
void initStretcher(SkyrocketSaverSettings *inSettings); // another rare explosion followed by...
void initBigmama(SkyrocketSaverSettings *inSettings); // this other massive bomb
void initExplosion(SkyrocketSaverSettings *inSettings);
// "pop" functions are used to spawn new particles during explosions
void popSphere(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
void popSplitSphere(int numParts, float v0, rsVec color1, SkyrocketSaverSettings *inSettings);
void popMultiColorSphere(int numParts, float v0, SkyrocketSaverSettings *inSettings);
void popRing(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
void popStreamers(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
void popMeteors(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
void popStarPoppers(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
void popStreamerPoppers(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
void popMeteorPoppers(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
void popLittlePoppers(int numParts, float v0, SkyrocketSaverSettings *inSettings);
void popBees(int numParts, float v0, rsVec color, SkyrocketSaverSettings *inSettings);
// Finds depth along camera's coordinate system's -z axis.
// Can be used for sorting and culling.
void findDepth(SkyrocketSaverSettings *inSettings);
// Update a particle according to frameTime
void update(SkyrocketSaverSettings *inSettings);
// Draw a particle
void draw(SkyrocketSaverSettings *inSettings);
// Return a pointer to this particle
particle* thisParticle(){return this;};
// operators used by stl list sorting
friend bool operator < (const particle &p1, const particle &p2){return(p2.depth < p1.depth);}
friend bool operator > (const particle &p1, const particle &p2){return(p2.depth > p1.depth);}
friend bool operator == (const particle &p1, const particle &p2){return(p1.depth == p2.depth);}
friend bool operator != (const particle &p1, const particle &p2){return(p1.depth != p2.depth);}
};
#endif